Mage: the Ascension. I bought it when it came out, read it, ran a game. It was awful. Just awful. I spent the next year and a half re-reading, making notes, devouring the supplements that were coming out and tried again. The ensuing chronicle is still running![]()
Ah, memoriesI definitely agree that it was ahead of its time, but a lot of the rules were poorly-considered and poorly-drafted as a result, as well as needlessly numerous and complex. I have it out now and it's a mixture of some brilliant ideas but whole sea of mediocre implementation. The combat is close to incomprehensible.
I used to really love games like Car Wars, Starfleet Battles, Battletech, etc., etc. but I'd seriously have to think twice about sitting down to play any of those games these days. I played Battletech around Christmas 2019 and about 3/4 of the way through remembered why I stopped playing it. And I feel the same way about a lot of RPGs I used to play. You couldn't drag me to a game of Champions or anything by Palladium. And I tend to favor rules light/medium games these days.
Mage: the Ascension. I bought it when it came out, read it, ran a game. It was awful. Just awful. I spent the next year and a half re-reading, making notes, devouring the supplements that were coming out and tried again. The ensuing chronicle is still running![]()
Yeah, back in the 3.5e days some of my friends were very into Forgotten Realms, and the sheer volume of collected lore - just in the inch-thick sourcebooks, nevermind all the novels etc. - was really intimidating. Even as a player it felt tough to come up with a properly rounded character that didn't betray my ignorance, and it put me off trying DMing for awhile because it felt like I couldn't do justice to a setting without having all that knowledge at my fingertips.Anything that requires a detailed knowledge of Forgotten Realms lore.
Ain't nobody got time for that.
For Palladium, the one saving grace is that the rules are pretty damned light. Almost no feat-like abilities. Char Gen is dead simple. (time consuming, but simple.) The majority of the rules complexity is a simplistic combat system that has a lot of "A: Hit! B: Dodged!".Heh, same. Battletech, countless Palladium games, Megatraveller, MERP. I look at those books and wonder if we really ran them as written 100%, or just dropped the clutter like we did with AD&D 1e?
SFB was one of the few game systems I’ve ever seen LITERALLY written like a 1970s era technical manual, with ”Section 1.7.2 subsection T” style language. Blew me away the first time I saw it, even though it wasn’t that much harder to understand than old school Battletech - just more like Battletech cranked up to ”11” on a scale of 1 to 10.Star Fleet Battles in the 1980's.
Since the introduction of Commander's Edition the rules have been organized with lettered major chapters, followed by a number to indicate a major rule. Then follows a decimal, and a series of numbers indicating the breakdown into subsections. (For instance, (D6.683) is the third subsection of (D6.68) Disrupted Fire Control, which is the eighth subsection of (D6.6) Active Fire Control, which is the sixth section of (D6.0) Fire Control Systems, which is the sixth rule in (D0.0) Combat.)
See, Battletech I took to very easily. Maybe it was just the different styles of writing.SFB was one of the few game systems I’ve ever seen LITERALLY written like a 1970s era technical manual, with ”Section 1.7.2 subsection T” style language. Blew me away the first time I saw it, even though it wasn’t that much harder to understand than old school Battletech - just more like Battletech cranked up to ”11” on a scale of 1 to 10.